Appearance: Shadya yn Hayder is a small developing young woman. Her blue eyes have the exotic mark of being from Sairundan, and her black hair is not quite yet to her shoulders. She is very slight, but shows signs of a young woman still developing, with slightly disproportional legs and a face that is almost done loosing its baby fat. She generally wears flowing off-white robes for protection from the harsh desert sun.

Background: Hayder ai Hurakan is not Patriarch Sabil's next in line, but he is close, and being of power, he was proud and relieved when his wife Hiba yn Adil gave birth to a healthy baby boy they named Rais. It was almost three years later than Hiba gave birth to a lovely daughter they named Shadya. Hayder was blessed with two more children, Rafiq and Amin, though Hiba died in child birth to Amin. Hayder was a hero of the Great Orc War and a Dervish of some renown. He had become an advisor to Sabil after the war, and was generally well respected in the Hurakan tribe.

Shadya grew up adoring her father and the Dervishes, and as a free spirit learned to dance and sing to entertain, much to the delight of many of the tribe’s leaders. Hayder, proud of his daughter, taught her in the early ways of the Dervishes to encourage her and gave her free reign to study in the courts. But Rias was the eldest son, a strong young lad, fierce warrior at heart, and occasional mentor and protector to his younger sister.

With Patriarch Sabil's missing daughter, Hayder became a little more concerned for the freedom of his daughter, who remained mostly oblivious to the reality of happenings in the tribe. Shadya was of age to marry, and her elder brother had the makings of a true warrior and leader as well, but he had ventured in the world to become a Dervish himsef, and daughters were also useful as offerings to make peace. Her younger brother Rafiq was a good man, but had taken a more spiritual path, and would not be seen fit as an heir if he even accepted the task. Amin was still too young to be a consideration.

Worried that Shadya might be in danger for her proximity to being an heir, particularly with what happened to Patriarch Sabil’s daughter, Hayder suggested she begin wandering the world in the tradition of the great Dervishes, and return when she was ready to attempt the trials. He hoped that Rais would return before Shadya from his wanderings.

Shadya had heard little of the world beyond the sands, but the freedom and chance to explore the world was intriguing to the young woman, and at her father’s insistence, she joined a caravan leading out of the sands of the Sairundan.

Shadya explored the lands and the people for almost 2 years, but having nothing in the way of adventures, and generally feeling like she missed something. Then she heard about the Red Dragon Inn in Orussus, so she headed on over there to seek some adventure.

Appearance: Auric is a heavily built young man. He has pitch plack hair that seems to absorb light, and has a scar across his otherwise tanned face. He wears a shining suit of scale mail, with a strange crystal that emits a silver glow perched on the left shoulder. He carries a greatsword in a sheath on his right hip, a shortbow on his back, and three daggers at his left hip.

Background: Auric will not discuss his youth. All he will say is that his parents were once adventurers and spend his childhood on the run from old enemies. He stopped travelling with his parents when he was around 15 and his psionic abilities were first manifesting. Since then he has lived in or near Orussus, studying with an older psychic, an arangement made by his parents. They parted ways a few days ago after Auric decided he knew enough to travel on his own. He has come to the Red Dragon Inn for work and the apparent safety of the place, at least compared to the old days.

Alertness (Ex): The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Personality (Ex): Every psicrystal has a personality. See Psicrystal Personality, below.
Self-Propulsion (Su): As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
Share Powers (Su): At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires.
Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).
Sighted (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
Telepathic Link (Su): The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room.
Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.

Appearance:
A petite frame, Sammy is a fragile-looking, tiny girl who dresses often in her white cleric's clothing, highlighting her reddish hair and coppery skin. To inform others of her blindness, she wears a thick white cloth on her eyes.

Background:
Having been overprotected by her parents for her whole life as their only child, Sammy came to deeply love her parents. As a child, the three lived in an old tower in the middle of a large forest, which allowed Sammy to play with the denizens of the forest, hone her senses and come into contact with an old hermit, who showed her the ways of divine magic.

At home, Sammy showed what she had learned and while her mother was complimenting her, her father left for a while. When he returned, he promised to teach his daughter magic properly. Sammy never met the hermit again. When Sammy finally turned 17 and wrapped up most of her studies under the guiding influence of her father, she gave her parents a promise that she'd make the world a better place for everyone and that she'd return when she was done. After much crying and hugging, her parents let her go and told them that she could return always to them.

And so she left for Orussus.

Fun facts!

Both parents used to be extremely Evil (evil enough to warrant the capital e), but that ended when they met each other and stopped caring about world dominations. Father's a Cleric, mother's a Wizard, hence Sammy's father was the one to teach her about divine magic. The parents also thought that she'd appreciate learning healing magic as she loved nursing small animals, so she was to learn divine magic rather than arcane magic.

Rides a light horse she calls Bubbles. Bubbles is a perfectly normal, dark brown mare who loves carrots and Sammy, who gives her carrots.

Appearance: Ruud is an average sized gnome with black hair and goatee. He is dressed normally in outlandish gear in reds, yellows and blues that should never go together. He has two scrolls tucked into his belt and a dagger and light crossbow that appear to be little used. His nose is actually small for a gnome, something he worries about.

Background: Ruud was born to a brewer's family in the great city of Orussus. He loved the spells of the magicians and took on an apprenticeship to a dwarven abjurer, a dour woman by the name of Gilda. Gilda was an adequate teacher, but entirely too serious for Ruud's tastes. Despite Gilda's wishes and training, Ruud took to illusion magic. He started performing on the side minor illusion shows for children. This went great until Gilda happened to oversee one of these shows where the obvious antagonist was a hideous female dwarf wizard. Thus ended his apprenticeship and thus Ruud needed a new way to support himself. He then found himself heading to the Red Dragon Inn to see what could be found.

Appearance: Fairly thin and lithe for a dwarf, Elthic's body is covered in minor scars and slices. He dresses fairly casually, in conservative colours, except for a red and black "Bandana" that he wears about his neck. Quite often, he wears this scarf around either his face, or tied in his black hair. He keeps his beard cut short, no longer than an inch in any area, except for a single braid in front of each ear, that is maybe eight inches long. Elthic's nose has been broken at least twice, and it shows.

Background: Elthic has long served as a scout for the dwarven lords. In fact, his family has served the dwarven lords for as long as Elthic can remember... until two years ago.

Elthic's uncle, a malicious conjurer named Kazeras, attempted to murder a dwarven thane and replace him on the throne. While it was Elthic's father (Dorlias) who revealed the plot, the damage was already done, and the entire Bazelmak clan was disgraced. While much of the clan has been working on rebuilding their standing among the dwarves, Elthic (who had seen his uncle as a good man, up until his uncle rapidly fled the dwarven lands) no longer felt at peace among the dwarven people, and left.
Now, as a trapsmith and scout, Elthic hopes to do... something... to regain a little bit of the honour he lost two years ago.

known family members

Kazeras: Elthic's Uncle, who made a bid for the throne. He was betrayed by his brother (Elthic's Father), Dorlias. He is responsible for the fall of the Bazelmak clan. Kazeras has fled the dwarven lands, and his current location is now unknown.Torina: One of Elthic's cousins. A middle-aged dwarven woman who believed family code was more important than decency. She aided Kazeras in his bid for throne, supporting him with stolen family moneys. She took the punishment for Kazeras' crimes, and was hung - a dishonour even among dwarven criminals.Dorlias: Elthic's father. He heads the Bazelmak clan, after fighting his brother during the coup. He is completely bald and beardless, denying his personal honour in an attempt to salvage the once-high Bazelmak position.

Rewards/Purchases

4 potions of cure light wounds, gained as an early payment in The Darque Demesne. Two have been spent so far. 750 GP as a "reward" for failure to give funds to the "rightful" owner of the Darque Demesne.198 GP spent, 16 Craft Points to purchase a masterwork Dwarven War Axe from Tarag's Forge
Sold Studded Leather, crowbar and Spear for a total of 11 gp (less than half)
Purchased Masterwork Chain Shirt (250 GP)
Purchased a Potion of Shield of Faith (50 GP)
Purchased Masterwork Buckler (165 GP)

The Darque Demesne: Elthic, along with his companions Xir (a Xeph Soulknife), Eleria (an elven bard), and Abdul (a gray elf wizard), is hired to find the key to a wizard's house. While Elthic doesn't trust his employer, he agrees to the job, and proceeds with his party to break into the house and find the key, so his employer can gain the title to a house he "rightfully owns"...
of course, the house had other ideas.

After making their way through many of the house's more difficult inhabitants, Elthic and his companions learned that the familiar of the house, a pseudodragon, wanted to stake his claim on the house. He offered Elthic's group money to turn against their employer. Seeing the pseudodragon as more honourable than Lucias Darque, Elthic agreed... though Xir, Elthic's companion, saw it otherwise.

Not wanting to deal with a divided party, the dragon saw no reason to continue arguing, and battled the reluctant party. Abdul had already been incapacitated by a magical effect earlier. Eleria was knocked asleep by the dragon's poisonous sting, and Xir was nearly killed by a giant ape the dragon soon summoned. Elthic made a brave attempt at a last stand, but was quickly knocked down by the ape's massive arms. However, the dragon chose to spare the lives of Elthic and his companions.

Failing to complete Darque's mission, the companions would have walked away empty-handed, were it not for some gifts from the dragon that had just soundly defeated them. Elthic took his earnings, thanked the "house" (and the new draconic tenant), and made his way back to the Red Dragon Inn...

Gained 150 XP from slaying two giant centipedes and a giant spider.Gained 100 XP from taking a very long time slaying three skeletons.
Spear was destoyed in that lovely little fight with the skeletons. So, Elthic had to buy a new one (2 GP spent)Gained 100 XP from "Disarming" a stairwell trap.Gained 150 XP from killing some rats. Gained 150 XP for killing a shocker lizard. Gained 150 XP for killing an animated rug. Seriously. An Animated RUG. Gained 100 XP For opening, er, surviving a trapped chest. Gained 100 XP in the final fight... after the whole group was knocked to the negatives. On the plus side, Elthic was the last one standing!Gained 500 Time XP for 10 months of gaming.

Appearance: Broad-shouldered, and with his blonde beard trimmed close in the manner of his clan, Tarag bears a gleaming morningstar across which his fingers continually play!

Background: Second son of the Smith Azagindulad of the Clan Durvinn, Tarag has never had any doubt as to what he would be - a Smith in the tradition of a glorious line of Smiths. Such was his single-minded devotion to the Forge that, in a paradox of fate, his god called him, and sent him out into the world, to grow in experience and to assume the power which would enable him to be a Master Artificer and a Smith of the Smith God. For, as he was to find out soon enough, it is not enough to have power - it has to be harnessed to a goal worthy of it.

Chennet' is a god often invoked by armorsmiths and weaponsmiths in passing, when forge fires blaze out of control, or beards get singed (Ko'vetiye Chennet' - ch'pak na gaven? - Thank you, o forge god - may I have another?). A small sect devoted to this deity resides mostly in dwarven communities east of Orussus, and clerics of the faith (of which there are few, due to mishaps) enjoy benefits related to the manufacture of better tools with which to fight evil, and protection of smiths from common workplace accidents.

Chennet' appears alternately as a dwarf, or in forges as a white-hot mass of molten metal. Chennet' generally communicates to mortals telepathically, but is not above speaking when it suits him. In the pantheon, Chennet' generally looks to assist deities of good alignment whenever possible, crafting legendary weapons and armor for their protection.

Clerics of Chennet' do not have to be dwarves, though most are. But to have the requisite knowledge of him, they generally have to have had exposure to a smithing environment.

This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement.
The hardening spell does not in any way affect resistance to other forms of transformation.
This spell affects up to 10 cubic feet per level of the spellcaster.
If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.

Proposal upon which Clan Durvinn is based

Originally Posted by MeepoTheMighty

Place/Country Submission: Bruinthor Mountains

The Bruinthor mountains are range of craggy peaks and dormant volcanoes located in the southeastern part of Enworld. Few passes exist through the mountains and the hills are devoid of vegetation, making the area inhospitable for those without the ability of flight.

Underneath the mountains, however, lie an extensive network of caverns. These caverns are home to three clans of dwarves, collectively known as the Bruinthor. Clan Bruin is the ruling clan of the Bruinthor, and most of the warriors and priests of the nation come from this clan. Clan Durvinn is the merchant class, and its members are almost all skilled craftsmen of one sort or another. Clan Blondain consists mainly of the unskilled laborers - farmers, miners, and others who provide the nation with its needed resources.

The dwarves of Bruinthor are taller and stockier than others found throughout ENworld. Their skin is of a darker complexion, ranging from an olive tone to a dark brown. They wear their beards trimmed short and styled.

The current ruler of Bruinthor is Boli Kam'Bruin III. Atypical of dwarven rulers, he is quite soft-spoken and timid. He remains ever fearful of a human invasion from the west, and has brokered many a trade deal with the humans that seems almost as if he is paying a tribute, buying the lives of his countrymen in exchange for weapons and gems. There are grumblings among the craftsmen, ashamed at the meagre price that they receive for their work. Though revolution is practically unheard of in dwarven society, many whisper that something should be done about the situation before it's too late.

At the end of his first week ‘on the job’ Tarag will gain 5xp. That’s enough to scribe 5 1st level spells (if he has the cash). If he can afford it, he will scribe: Detect Magic; Read Magic; Bless, Cure Light Wounds, Shield of Faith.

After 4 weeks he finally has enough gold to scribe a single 1st level spell. He chooses to create a scroll of Cure Light Wounds.

Background: Abdul was raised in a small elven village that was burnt to the ground by giants. As a surprising consequence, he doesn't like giants. Thus, he made his way as an apprentice wizard at the age of 90 to civilization. He is now 125 years old, and looking for adventure.

Appearance: Abdul is unusual in that he is an albino with black eyes (irises). This appearance disconcerts many and is attributed to the lack of personal skills. He has no muscles to speak of, but is tall thin, and surprisingly resilient.

Appearance: Overall, Eadhild appears athletic and well-travelled. Her hair is so short--to keep it from being a nuisance in travel and combat--that it barely touches her ears. She prefers her utilitarian armor and traveling attire to impractical clerical vestments, but eagerly mentions her position in the church to any who will hear and proudly displays Ayratha's holy symbol no matter what she is wearing. She prides herself in her straight posture, firm handshake, and personal energy.

Background: Eadhild was a sickly child from birth. She was born prematurely and was frequently bedridden for most of her early life. Though she was never mistreated by her family or neighbors, her health made it difficult for her to attract suitors and impossible to work on her father's farm.

Once a visiting priest offered to cure Eadhild of her physical weaknesses and make her as strong as her brothers and sisters. He charged the family a devastating price for the spell, but their eagerness far outweighed caution. The priest collected his fee, cast the spell (OOC: Bull's Strength), and left the family almost immediately. Moments after his departure, the spell faded. This event left Eadhild embittered towards religion, and she frequently made it a point to stir up debates with the clergy whenever she brought food to the market with her father.

She found a formidable opponent when a small shrine to Ayratha was established. The high priest did not evade Eadhild's challenges and, upon hearing her story about the deceitful clergymen, accused her of seeking easy answers and taught her that strength can come only from great effort. Eadhild took this message to heart and, in the years that followed, the two formed a bond. The priest, taking pity on Eadhild and her family, offered Eadhild's father a bride price if he would give, in return, his daughter to the church.

Eadhild's intense devotion has rewarded her with a strength that surpasses that of most humans. She now sets out to be an example to others of the power of dedication and the ability of Aryatha's fire to transform the life of even a peasant girl.

Appearance: Pretty nondescript for a halfling, Dobbin is short and bland. He wears his longish hair in a ponytail and sports a sparse goatee that he is convinced makes him look dashing.
He leans on his spear as he stands, quietly but intently watching everything around him.

Background: Dobbin comes from a typical halfling village, where nobody really wants anything exciting to happen. This quite predictably meant that once Dobbin started displaying sorcerous talents he was no longer as welcomed by his peers.
As a result, Dobbin found himself talking to the few outsiders who happened through the village, as they didn't look at him quite so strangely. More often than not, these strangers were adventurers on their way to or from something exciting. Over time Dobbin's dreams of joining in on these adventurers built to the point where he could no longer resist.

Appearance: A rugged-looking man in his late twenties, Valdaris' overall appearance suggests his mercantile line of work. He is slightly taller than average, with a strong build and a near-permanent contemptuous expression. His dark blue eyes are not dull, yet they show an indifference that is reinforced by an unshaven face supporting several days growth. A deep, long scar runs down the right side of his face, evidence of a close encounter that nearly took his eye.

Valdaris has the appearance of a worn traveller. He permanently seems travel-wearied and filthy. The smell of rum lingers on his sweat-stained clothes, which regularly go for many months without being cleaned or even removed. He wears brown knee-high boots and a well-worn trenchcoat over plainly-stiched utilitarian travelling clothes. On his back is strapped a longbow and plain heavy wooden shield, with an unornamented bastard sword that clings to his left side.

Background: The unwanted product of an ill-conceived affair between a travelling merchant and a town whore, Valdaris was brought into the world in difficult circumstances. Though he was cared for by his mother, she barely had the means of supporting herself and Valdaris was quickly brushed aside. Through some good fortune, or more likely lack of opportunity, he avoided spending much time on the street, instead sheltered by his mother and her ‘associates’. When it became apparent that he could no longer rely on her means of supporting him, Valdaris enlisted in the army at an early age. After a short and ignominious career, though, he quickly deserted in order to seek better paying, less strict work with brigands on the roads - a gig that is likely to have earned him the ire of local law enforcement agencies and his picture on the occasional wanted poster. Though he currently has no clear association with any employer, Valdaris would not turn down any decent working opportunity.

Much as his appearance suggests, Valdaris is a mercenary, willing to perform practically any task that pays sufficiently. Though he is usually calm, he is somewhat uncivilised and possesses an attitude of indifferent hostility, which he makes practically no attempt to hide. This can lead to his tendency to be casually offensive towards strangers, particularly those he holds in low esteem. Though he has no problem getting his hands dirty, he sees no glory in dying for a cause. He’s out for himself and would be just as content to stab someone in the back as he would be to fight them face-to-face, if it made his life easier.